Bars generated will be able to continuously use basic abilities forever. Bars that cannot are considered 'not working'.

Note: when a table row states "with [an ability]", the ability is simply being considered for inclusion and may not actually be part of the bar if it doesn't improve the DPT of the bar. (This is particularly true of Sacrifice.)

AADPT

AADPT is the Average Ability Damage Per Tick. It is an empirical measure of comparing revolution bars, and is given as a percentage. It takes account of the maximum and minimum damage of each ability (thus average), is weapon-independent (being a percentage), and is rated per game tick, as opposed to per second (1 tick = 0.6 seconds).

If you wish, you can easily convert AADPT to DPT (damage per tick) or DPS (damage per second):

Find your ability damage in your Gear interface, under the Loadout tab with the combat stats. Multiply this number by the AADPT percentage to get your DPT.

E.G. 1666 ability damage with an AADPT of 30.81% gives 513.3 DPT

Divide this by 0.6 to convert from DPT to DPS

E.G. 513.3/0.6 = 855.5 DPS

Equally, you can convert from AADPT to AADPS by dividing the AADPT value by 0.6

E.G. 30.81/0.6 = 51.35% AADPS

As AADPT is a percentage, some abilities need to be recalculated to use a percentage measure.

More bars

If you want a bar for a situation that isn't listed, feel free to request it on the talk page.

Revolution++ optimal bars

After the Going like Clockwork update, ultimate and threshold abilities can be placed on the action bar and are automatically triggered. These action bars include all such abilities for increased damage per second. These bars are generated by an open source program and were freely contributed on reddit.

Ability notes

All bars are re-run accounting for stuns. If a bar contains both a stunning ability (Impact/Backhand/Kick/Binding Shot) and a stun-buffed ability (Wrack/Punish/Piercing Shot), and the stun-buffed ability occurs immediately after the stunning ability, the AADPT of the bar is increased slightly. However, this generally does not happen, and the amount it increases AADPT by isn't enough to change the order of bars.

Abilities that state a single percentage in their description (... does 188% weapon damage) really mean that the ability does up to that percentage. (They also commonly state weapon damage, autoattack damage or spell damage when they really mean ability damage.) The minimum hit of such abilities is one-fifth of the percentage, with the actual damage done being uniformly distributed between these two values. The average is then the minimum and maximum added together and divided by two (which simplifies to the maximum multiplied by 0.6). For example, Sever does 188% ability damage. Its minimum hit is (188/5)% = 37.6%, and its average is ((188 + 188/5)/2)% = (188*0.6)% = 112.8%.

Bash is a basic shield ability that does 100% ability damage plus the armour value of the shield plus your Defence level, with a 15 second cooldown. As the damage is not a pure percentage, it has to be adjusted to be calculated into the optimal bars properly. Thus, on this page, Bash uses an ability damage of up to 153.1%. This is calculated from tier 90 gear with level 99 in the relevant skills - 864 weapon damage + 247 base damage + 491 armour + 99 Defence => 1701/1111 = 1.531 = 153.1%. This represents the highest damage that Bash can do. Equivalent values for other levels are:

Tier 70 gear and level 70 skills: 143.3%

Tier 50 gear and level 50 skills: 136.3%

Tier 30 gear and level 30 skills: 133.1%

Minimum damage (shield with 0 armour, no Defence): 100%

Optimal bars are calculated using both the minimum and maximum values, but order of abilities doesn't normally change.

When the monster being fought is your current Slayer task (with exception to non-tagable monsters) it does 100 * your Slayer level (which can be increased by a slayer helm's damage increase), with a 120 second cooldown

Thus, similarly to Bash, Tuska's Wrath (on-task) needs to be adjusted to a percentage. With maximum tier gear, and level 99 Slayer, the hit is equivalent to 713% (with a small enough range to ignore). This percentage can vary significantly with gear and slayer level, so bars involving this ability should be treated with care. (Though the on-task version of Tuska's Wrath really should be treated as a threshold or ultimate ability, not included in a rotation.) The off-task version of Tuska's Wrath is just a normal ability. For the purpose of this page, only off-task Tuska's Wrath is considered unless otherwise stated by a section.

Needle Strike gives the next ability a flat damage increase of 5% of your base ability damage (i.e. if your next ability was going to hit 200%, it would hit 200+5=205% (not 200*1.05=210%)). For ease of calculation, this is included into the Needle Strike damage rather than the next ability (since it'd be the same amount regardless).

Kick is not used for calculating the bars, as it is functionally identical to Backhand, except that it pushes back some enemies.

Shock is not used for calculating the bars, as it is functionally identical to Impact, except that it pushes back some enemies.

Demoralise is not used for calculating the bars, as it is functionally identical to Binding Shot, except that it pushes back some enemies and does not snare them.

Shieldbows can use two-handed ranged abilities as well as shield abilities, so are considered separately from one-handed with shield.

Several abilities are identical in damage and cooldown, so can be swapped to favour one or the other for their secondary effect, or to swap handedness, without changing the bar's AADPT:

Cleave and Decimate for Strength, and Smash and Havoc for Attack - swapping these pairs (Cleave and Smash for Decimate and Havoc) is a simple way to swap between two-handed and dual-wielding melee (in addition to thresholds/ultimates)

Dazing Shot and Needle Strike can be swapped to change from two-handed to dual-wielded ranged with minimal change to AADPT